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Weird. I dunno but maybe it's related to different hardware combinations.
The original version of this shader used approximately 1 trillion color ramps. This made the shader very CPU intensive, and Eevee Next seems primarily CPU based. So that's why I could run it much faster in cycles than Eevee. I have since learned that if you just plug a Math node into a Mix Color node, then dragging the "From Min" and "From Max" between 0 and 1 does the same thing as a color ramp but seemingly for much less CPU usage. So that combined with other changes to efficiency have made it usable in Eevee again.